Made this retrospective comparisons list of (once-)participatory ladder clans for the sake of anyone contemplating playing or joining a squad and in want of an opinion about the following groups. Please keep in mind that these notes are specifically respective of the periodical years on the list.
((LEGEND/KEY))
[Years of my personal membership] Team clantag...
Advantages:
Disadvantages:
[2011-2012] T3...
Adv.:
=-> Regularly scheduled trainings on weekends
=-> Adequate amount of active players on roster, enough for 3v3 practice sessions, not too many to play
Dis.:
=-> Lacking in terms of lingual unification, random bursts of foul remarks, sometimes disrespectfully
=-> Avoids interacting with players not apart of the roster
[2013-2014] CDF...
Adv.:
=-> Often has trainings utilizing the proprietary server and strategical information sharing is common
=-> Expansive playerbase with many oportunities for player development
Dis.:
=-> Habitual sexual harassment, interpersonal conflicts among players
=-> Frequent roster changes inhibit the stability of active squad
[2016-2017] CC...
Adv.:
=-> Most polite culture of any team on this list
=-> The longevity of the squad allows for a heightened decree of strategical awareness and knowledge
Dis.:
=-> Players would usually rather just chat instead of play any games
=-> Rather inactive roster, considering the tendency to ignore game invites and challenges
[2018] GPW...
Adv.:
=-> Extremely determined to improve at playstyle and at game skills
=-> Allaround more lingually comprehensible, thus seemingly more welcoming in terms of dialect
Dis.:
=-> Not enough discipline regarding sexual harassment, conflicts against other teams
=-> Also excessively extreme regarding absurdly heightened competitive expectations
[2019] CX...
Adv.:
=-> Contrastingly more relaxed in terms of competitive expectations
=-> Tolerance for intellectual and academical conversation among players
Dis.:
=-> Not exactly gentle about dealing with interpersonal conflicts
=-> Lack of team practice sessions means players have to improve moreso individually than collectively
.............
Commonalities
.............
-Do not join any ladder clan unless you are prepared to deal with the inane frequency of sexual harassment.
-Any of these teams can catalyze the development of players' game skills and literacy.
-Interpersonal conflicts are unavoidable and inevitable in this realm.
...........
Differences
...........
-Certain teams have scheduled practice sessions more-or-less often than others.
-Each squad tends to specialize in the development of specific aspects of gameplay patterns.
-Regional dialects may affect a player's compatibility or incompatibility with the roster language group.
(EDIT: I'll apologize for the crassly insulting tone of these posts. I try to enjoy playing whilst helping other players learn about this game by sharing my past experiences, and, I should be able to do that without degrading others in the process.)
JJ2 ladder clan comparisons
===========================
Made this retrospective comparisons list of (once-)participatory ladder clans for the sake of anyone contemplating playing or joining a squad and in want of an opinion about the following groups. Please keep in mind that these notes are specifically respective of the periodical years on the list.
((LEGEND/KEY))
[Years of my personal membership] Team clantag...
Advantages:
Disadvantages:
[2011-2012] T3...
Adv.:
=-> Regularly scheduled trainings on weekends
=-> Adequate amount of active players on roster, enough for 3v3 practice sessions, not too many to play
Dis.:
=-> Lacking in terms of lingual unification, random bursts of foul remarks, sometimes disrespectfully
=-> Avoids interacting with players not apart of the roster
[2013-2014] CDF...
Adv.:
=-> Often has trainings utilizing the proprietary server and strategical information sharing is common
=-> Expansive playerbase with many oportunities for player development
Dis.:
=-> Habitual sexual harassment, interpersonal conflicts among players
=-> Frequent roster changes inhibit the stability of active squad
[2016-2017] CC...
Adv.:
=-> Most polite culture of any team on this list
=-> The longevity of the squad allows for a heightened decree of strategical awareness and knowledge
Dis.:
=-> Players would usually rather just chat instead of play any games
=-> Rather inactive roster, considering the tendency to ignore game invites and challenges
[2018] GPW...
Adv.:
=-> Extremely determined to improve at playstyle and at game skills
=-> Allaround more lingually comprehensible, thus seemingly more welcoming in terms of dialect
Dis.:
=-> Not enough discipline regarding sexual harassment, conflicts against other teams
=-> Also excessively extreme regarding absurdly heightened competitive expectations
[2019] CX...
Adv.:
=-> Contrastingly more relaxed in terms of competitive expectations
=-> Tolerance for intellectual and academical conversation among players
Dis.:
=-> Not exactly gentle about dealing with interpersonal conflicts
=-> Lack of team practice sessions means players have to improve moreso individually than collectively
.............
Commonalities
.............
-Do not join any ladder clan unless you are prepared to deal with the inane frequency of sexual harassment.
-Any of these teams can catalyze the development of players' game skills and literacy.
-Interpersonal conflicts are unavoidable and inevitable in this realm.
...........
Differences
...........
-Certain teams have scheduled practice sessions more-or-less often than others.
-Each squad tends to specialize in the development of specific aspects of gameplay patterns.
-Regional dialects may affect a player's compatibility or incompatibility with the roster language group.
(EDIT: I'll apologize for the crassly insulting tone of these posts. I try to enjoy playing whilst helping other players learn about this game by sharing my past experiences, and, I should be able to do that without degrading others in the process.)
(This post has been helpful to 1 of the forumers.)
I would like to attempt to conduct an upvalueing of this post via:
- Telling what areas of the game that i think each of these teams can or cannot improve upon, accordingly:
{{ T3 }}
=-> In this team, i think that i was learning about, and improving upon, what Attack / Ready / Defend should mean, in the context of 2v2 or 3v3 capture the flag. I think this team had a definitively solid approach to recapturing, in terms of having multiple players ready to recapture the flag, whenever hunting isn't always the primary priority.
{{ CDF }}
=-> While playing with this team, i can recall expanding upon the repourtouire of capture levels, that i would know in advance of having played a challenge to a capture-the-flag game. I knew what to expect more often, than solely when levels like "Security Breach v2" or "Distopia" or "Happy Semiconductor" would be the selection. The CTF-level, "Jungles Edge" was most likely my specialty, prior to joining any team in the decade of 2010's.
... My ideas about the playstyle from this team isn't noteworthy, i would just say that CDF playstyle is sharply balanced with a focus on the diversity among the group of players in CDF
{{ CC }}
=-> I don't think that i was really a significant contributor in this team, in terms of playing CTF. Regardless, i think that CC would excel as a team, when trying to look at the areas and realms of various levels, and finding different ways to evaluate what ammo will be optimal to invade or maintain different coordinates that could be drawn upon each level.
... Knowing what campspots are going to be available at what timeframe within a match, guessing things like; "I can give my teammate this powerup at this point in the game, instead of taking it myself, and that will allow our team a higher percentage shot at victory" and firstly picking what level will result in the highest efficacy rate of making the game worthwhile overall: -- those are some ideas about what realm CC might excel at
{{ GPW }}
=-> I think that GPW has a playstyle that could be described like, try and have one or two players shoot at the enemy-flagholder, and then have the ally-flagholder stand on the allied base. Thus i thought of GPW being a team with quick killing-potential, and always looking for the opportunity to stand ready-to-score, when carrot(s) aren't the higher priority.
... Basically the "kill-and-go-score," or the "kill-and-go-$," playstyle for future reference, of an idea for a strategical playstyle
{{ CX }}
=-> This team can focus communicatively on distributing carrots, obviously players don't want opposing players to get the carrot. So knowing the respawn-timings of crucial/critical pickups like a Full NRG, or an RF power, is actually extremely impactful when it pertains to being able to grasp knowledge of any given level. Typically, the quasi-normative player is complaining when they have the flag and a teammate without the flag takes the vital C instead of them. So that had a result of a common complaint from non-CX flagholders when a teammate would take a carrot, preventing both the enemy flagholder and the allied flagholder, from regaining full health.
|][|][|][|][| ... So, i hope that some of these thoughts about CTF gameplay could ideally be helpful to some readers;
Thanks for reading my post
I would like to attempt to conduct an upvalueing of this post via:
- Telling what areas of the game that i think each of these teams can or cannot improve upon, accordingly:
{{ T3 }}
=-> In this team, i think that i was learning about, and improving upon, what Attack / Ready / Defend should mean, in the context of 2v2 or 3v3 capture the flag. I think this team had a definitively solid approach to recapturing, in terms of having multiple players ready to recapture the flag, whenever hunting isn't always the primary priority.
{{ CDF }}
=-> While playing with this team, i can recall expanding upon the repourtouire of capture levels, that i would know in advance of having played a challenge to a capture-the-flag game. I knew what to expect more often, than solely when levels like "Security Breach v2" or "Distopia" or "Happy Semiconductor" would be the selection. The CTF-level, "Jungles Edge" was most likely my specialty, prior to joining any team in the decade of 2010's.
... My ideas about the playstyle from this team isn't noteworthy, i would just say that CDF playstyle is sharply balanced with a focus on the diversity among the group of players in CDF
{{ CC }}
=-> I don't think that i was really a significant contributor in this team, in terms of playing CTF. Regardless, i think that CC would excel as a team, when trying to look at the areas and realms of various levels, and finding different ways to evaluate what ammo will be optimal to invade or maintain different coordinates that could be drawn upon each level.
... Knowing what campspots are going to be available at what timeframe within a match, guessing things like; "I can give my teammate this powerup at this point in the game, instead of taking it myself, and that will allow our team a higher percentage shot at victory" and firstly picking what level will result in the highest efficacy rate of making the game worthwhile overall: -- those are some ideas about what realm CC might excel at
{{ GPW }}
=-> I think that GPW has a playstyle that could be described like, try and have one or two players shoot at the enemy-flagholder, and then have the ally-flagholder stand on the allied base. Thus i thought of GPW being a team with quick killing-potential, and always looking for the opportunity to stand ready-to-score, when carrot(s) aren't the higher priority.
... Basically the "kill-and-go-score," or the "kill-and-go-$," playstyle for future reference, of an idea for a strategical playstyle
{{ CX }}
=-> This team can focus communicatively on distributing carrots, obviously players don't want opposing players to get the carrot. So knowing the respawn-timings of crucial/critical pickups like a Full NRG, or an RF power, is actually extremely impactful when it pertains to being able to grasp knowledge of any given level. Typically, the quasi-normative player is complaining when they have the flag and a teammate without the flag takes the vital C instead of them. So that had a result of a common complaint from non-CX flagholders when a teammate would take a carrot, preventing both the enemy flagholder and the allied flagholder, from regaining full health.
|][|][|][|][| ... So, i hope that some of these thoughts about CTF gameplay could ideally be helpful to some readers;
Thanks for reading my post
(This post has been helpful to 2 of the forumers.)